// Created on: 1997-07-28
// Created by: Pierre CHALAMET
// Copyright (c) 1997-1999 Matra Datavision
// Copyright (c) 1999-2014 OPEN CASCADE SAS
//
// This file is part of Open CASCADE Technology software library.
//
// This library is free software; you can redistribute it and/or modify it under
// the terms of the GNU Lesser General Public License version 2.1 as published
// by the Free Software Foundation, with special exception defined in the file
// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
// distribution for complete text of the license and disclaimer of any warranty.
//
// Alternatively, this file may be used under the terms of Open CASCADE
// commercial license or contractual agreement.

#ifndef _Graphic3d_TextureRoot_HeaderFile
#define _Graphic3d_TextureRoot_HeaderFile

#include <Image_PixMap.hxx>
#include <OSD_Path.hxx>
#include <Graphic3d_TypeOfTexture.hxx>
#include <Standard.hxx>
#include <Standard_Transient.hxx>
#include <Standard_Type.hxx>
#include <TCollection_AsciiString.hxx>

class Graphic3d_TextureParams;

//! This is the texture root class enable the dialog with the GraphicDriver allows the loading of texture.
class Graphic3d_TextureRoot : public Standard_Transient
{
  DEFINE_STANDARD_RTTIEXT(Graphic3d_TextureRoot, Standard_Transient)
public:

  //! The path to textures determined from CSF_MDTVTexturesDirectory or CASROOT environment variables.
  //! @return the root folder with default textures.
  Standard_EXPORT static TCollection_AsciiString TexturesFolder();

public:

  //! Destructor.
  Standard_EXPORT ~Graphic3d_TextureRoot();

  //! Checks if a texture class is valid or not.
  //! @return true if the construction of the class is correct
  Standard_EXPORT virtual Standard_Boolean IsDone() const;

  //! Returns the full path of the defined texture.
  //! It could be empty path if GetImage() is overridden to load image not from file.
  const OSD_Path& Path() const { return myPath; }

  //! @return the texture type.
  Graphic3d_TypeOfTexture Type() const { return myType; }

  //! This ID will be used to manage resource in graphic driver.
  //!
  //! Default implementation generates unique ID within constructor;
  //! inheritors may re-initialize it within their constructor,
  //! but should never modify it afterwards.
  //!
  //! Multiple Graphic3d_TextureRoot instances with same ID
  //! will be treated as single texture with different parameters
  //! to optimize memory usage though this will be more natural
  //! to use same instance of Graphic3d_TextureRoot when possible.
  //!
  //! If this ID is set to empty string by inheritor,
  //! then independent graphical resource will be created
  //! for each instance of Graphic3d_AspectFillArea3d where texture will be used.
  //!
  //! @return texture identifier.
  const TCollection_AsciiString& GetId() const { return myTexId; }

  //! Return image revision.
  Standard_Size Revision() const { return myRevision; }

  //! Update image revision.
  //! Can be used for signaling changes in the texture source (e.g. file update, pixmap update)
  //! without re-creating texture source itself (since unique id should be never modified).
  void UpdateRevision() { ++myRevision; }

  //! This method will be called by graphic driver each time when texture resource should be created.
  //! Default constructors allow defining the texture source as path to texture image or directly as pixmap.
  //! If the source is defined as path, then the image will be dynamically loaded when this method is called
  //! (and no copy will be preserved in this class instance).
  //! Inheritors may dynamically generate the image.
  //! Notice, image data should be in Bottom-Up order (see Image_PixMap::IsTopDown())!
  //! @return the image for texture.
  Standard_EXPORT virtual Handle(Image_PixMap) GetImage() const;

  //! @return low-level texture parameters
  const Handle(Graphic3d_TextureParams)& GetParams() const { return myParams; }

protected:

  //! Creates a texture from a file
  //! Warning: Note that if <FileName> is NULL the texture must be realized
  //! using LoadTexture(image) method.
  Standard_EXPORT Graphic3d_TextureRoot(const TCollection_AsciiString& theFileName, const Graphic3d_TypeOfTexture theType);
  
  //! Creates a texture from pixmap.
  //! Please note that the implementation expects the image data
  //! to be in Bottom-Up order (see Image_PixMap::IsTopDown()).
  Standard_EXPORT Graphic3d_TextureRoot(const Handle(Image_PixMap)& thePixmap, const Graphic3d_TypeOfTexture theType);

  //! Unconditionally generate new texture id. Should be called only within constructor.
  Standard_EXPORT void generateId();

protected:

  Handle(Graphic3d_TextureParams) myParams;   //!< associated texture parameters
  TCollection_AsciiString         myTexId;    //!< unique identifier of this resource (for sharing graphic resource); should never be modified outside constructor
  Handle(Image_PixMap)            myPixMap;   //!< image pixmap - as one of the ways for defining the texture source
  OSD_Path                        myPath;     //!< image file path - as one of the ways for defining the texture source
  Standard_Size                   myRevision; //!< image revision - for signaling changes in the texture source (e.g. file update, pixmap update)
  Graphic3d_TypeOfTexture         myType;     //!< texture type

};

DEFINE_STANDARD_HANDLE(Graphic3d_TextureRoot, Standard_Transient)

#endif // _Graphic3d_TextureRoot_HeaderFile
